meh I also thought the L4D cap filling was somehow procedural. if it isn’t, you can’t really have procedural ellipse shapes and you end up having a very pre-defined system
to blend the blood mask to the edges of the ellipse all you have to do is blur the ellipse in 2D (UV space) to get a somewhat smooth gradient, then use that gradient to bias/pow your blood alpha. this way it gets more dense as it walks through the gradient. it’s what I did in my game with the HitMask. is that what you mean with your question?
also, looking good!
so if I understand correctly:
- you need proxy meshes for every cuttable body part. this includes variations if the cuttable part has sub-parts (i.e. the full arm, or the arm also cut at the elbow, etc).
- you need a new physics asset for every proxy mesh.
- you need specific cap meshes for every area that you can cut.
that all?